package client.gui_stub;

public class Dialogs{

// Freeciv - Copyright (C) 1996 - A Kjeldberg, L Gregersen, P Unold
//   This program is free software; you can redistribute it and/or modify
//   it under the terms of the GNU General Public License as published by
//   the Free Software Foundation; either version 2, or (at your option)
//   any later version.
//
//   This program is distributed in the hope that it will be useful,
//   but WITHOUT ANY WARRANTY; without even the implied warranty of
//   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//   GNU General Public License for more details.
//***********************************************************************/
//
//#ifdef HAVE_CONFIG_H
//#include <config.h>
//#endif
//
//#include "Game.game.h"
//#include "government.h"
//
//#include "dialogs.h"
//
///**************************************************************************
//  Popup a dialog to display information about an event that has a
//  specific location.  The user should be given the option to goto that
//  location.
//**************************************************************************/
//void popup_notify_goto_dialog(final String headline, final String lines,
//			      tile ptile)
//{
//  /* PORTME */
//}
//
///**************************************************************************
//  Popup a generic dialog to display some generic information.
//**************************************************************************/
//void popup_notify_dialog(final String caption, final String headline,
//			 final String lines)
//{
//  /* PORTME */
//}
//
///**************************************************************************
//  Popup the nation selection dialog.
//**************************************************************************/
//void popup_races_dialog()
//{
//  /* PORTME */
//}
//
///**************************************************************************
//  Close the nation selection dialog.  This should allow the user to
//  (at least) select a unit to activate.
//**************************************************************************/
//void popdown_races_dialog()
//{
//  /* PORTME */
//}
//
///**************************************************************************
//  Popup a dialog window to select units on a particular tile.
//**************************************************************************/
//void popup_unit_select_dialog(tile ptile)
//{
//  /* PORTME */
//}
//
///**************************************************************************
//  In the nation selection dialog, make already-taken nations unavailable.
//  This information is contained in the packet_nations_used packet.
//**************************************************************************/
//void races_toggles_set_sensitive(boolean *nations_used)
//{
//  /* PORTME */
//}
//
///**************************************************************************
//  Popup a dialog asking if the player wants to start a revolution.
//**************************************************************************/
//void popup_revolution_dialog()
//{
//  /* PORTME */
//}
//
///**************************************************************************
//  Popup a dialog giving a player choices when their caravan arrives at
//  a city (other than its home city).  Example:
//    - Establish traderoute.
//    - Help build wonder.
//    - Keep moving.
//**************************************************************************/
//void popup_caravan_dialog(unit punit,
//			  city phomecity, city pdestcity)
//{
//  /* PORTME */
//}
//
///**************************************************************************
//  Is there currently a caravan dialog open?  This is important if there
//  can be only one such dialog at a time; otherwise return false.
//**************************************************************************/
//boolean caravan_dialog_is_open()
//{
//  /* PORTME */
//  return false;
//}
//
///**************************************************************************
//  Popup a dialog giving a diplomatic unit some options when moving into
//  the target tile.
//**************************************************************************/
//void popup_diplomat_dialog(unit punit, tile ptile)
//{
//  /* PORTME */
//}
//
///**************************************************************************
//  Return whether a diplomat dialog is open.  This is important if there
//  can be only one such dialog at a time; otherwise return false.
//**************************************************************************/
//boolean diplomat_dialog_is_open()
//{
//  /* PORTME */
//  return false;
//}
//
///**************************************************************************
//  Popup a window asking a diplomatic unit if it wishes to incite the
//  given enemy city.
//**************************************************************************/
//void popup_incite_dialog(city pcity)
//{
//  /* PORTME */
//}
//
///**************************************************************************
//  Popup a dialog asking a diplomatic unit if it wishes to bribe the
//  given enemy unit.
//**************************************************************************/
//void popup_bribe_dialog(unit punit)
//{
//  /* PORTME */
//}
//
///**************************************************************************
//  Popup a dialog asking a diplomatic unit if it wishes to sabotage the
//  given enemy city.
//**************************************************************************/
//void popup_sabotage_dialog(city pcity)
//{
//  /* PORTME */
//}
//
///**************************************************************************
//  Popup a dialog asking the unit which improvement they would like to
//  pillage.
//**************************************************************************/
//void popup_pillage_dialog(unit punit,
//			  enum int may_pillage)
//{
//  /* PORTME */
//}
//
///**************************************************************************
//  This function is called when the client disconnects or the Game.game is
//  over.  It should close all dialog windows for that Game.game.
//**************************************************************************/
//void popdown_all_game_dialogs()
//{
//  /* PORTME */
//}
}